Roll to SpecOps
A third one? Why the heck am I doing a third one? Oh, because RTDs aren’t very time-intensive. M’kay then.
Next Sunday AD, 20XX. You are a gun-for-hire, part of a mercenary special operations team that works for the highest bidder. Hostage rescue, bank robbery, kidnapping, counter-terrorism, terrorism, data theft; it’s all stuff you’ll do if the price is right. Today is a day much like any other. Your team is assembled in one of the firm's ready-rooms covering the information for your next job. The holographic display on one wall shows satellite footage of an office complex. A group of radical weapons’ rights activists have taken hostages, demanding that assault rifles be given the same rights as human beings. Your task is to infiltrate, eliminate the terrorists, and save as many hostages as possible. Your pay will depend on the number of living hostages as well as the overall success or failure of the mission.
An open door behind you shows an armory stocked with damn near everything a modern infantry specialist could desire. Too bad it’s all company property; you’ll need to buy your gear from them. What a shame about that screw-up last mission that cost you most of your equipment. Anyhow, get in there and suit up. A van is waiting in the motor pool; you’ll need to drive yourselves. Your PCAs can provide directions.So then. If it wasn’t already obvious, this is an RTD about a near-future mercenary group, with more than a little snarking and satire. Onward!
It is greatly appreciated if waitlisted people/nonplayers do not bombard me with PMs asking for unique treatment and radical alteration of gameplay mechanics to suit their desires; commenting on the ability of current players; making remarks about players playing too much Call of Duty; making dubious claims about their profession in an attempt to give their remarks validity; etc. I'm a grumpy bastard and will probably take you off the waitlist and ignore you if you keep doing it.
Thank you.Typical RTD, with damage dice.
[1] – Critical Failure
[2] – Failure
[3] – Minor Failure
[4] – Minor Success
[5] – Success
[6] – Overshoot
Damage: All weapons have specific damage dice associated with them, and I’ll come up with damage dice for any improvised weapons. You won’t be able to see these directly, but using weapons in combat should make it fairly clear.
As per above, d6 for all actions. Damage dice for all attacks. Damage can be modified by body armor, and actions can be affected by specific things like stun grenades and tear gas.
I’m going to stick to this: ONE attack and ONE noncombat action per turn AT MOST. You can make either or both of those conditional. So in one turn, you could open a door and go through, firing if there are enemies within. I’ve gotten sort of tired of people trying to get away with three or four actions each turn in other games, so I’m making this perfectly clear. If you post a complex sequence of actions and conditionals, most of it will be ignored. Please BOLD your actions. As a side warning, playing your character as a moron/Always Chaotic Evil will probably result in having more crap dumped on you. It isn’t funny, and it doesn’t make the game more interesting. I’d like for this to be at least slightly serious; there will almost certainly be absurd situations, but I’d prefer if people didn’t just decide to randomly shoot each other, drive loaded vans off bridges, etc.
In successful attacks in which the attacker's roll is 3 or more greater than the defender's roll, the attacker will get one extra damage die; essentially, this is representative of successfully hitting someone with burst fire or multiple single shots. In the event of an attacker succeeding while the defender rolls a 1 [critical failure], it is treated as a critical hit and the final damage will be multipled by 1.5, rounded to the nearest whole number
As a side note, you’ll probably want to keep track of your health, money, and equipment. I’ll be doing it, but it makes it easier for you to make decisions if you have your own reference on hand. Finally, please, PLEASE attach your character’s name to your actions. This isn’t a metagame (in other words, you and your character are not the same person), and it takes much longer to update if I have to check which person is playing which character every time I roll things out.
Ammunition WILL be abstracted. Holy shit, I can’t believe I considered not doing that. It’d be an absolute nightmare.
Regarding heavy weapons and sniper rifles (apart from the M79 , MLGL, Flamer, and RPG-7): attacking without deploying the bipod will incur a -1 to the roll.
Game progression will follow a cycle of “Buy->Mission->Buy…”. Weapons and equipment can be sold back to the company store for 50% of the purchase price.
Stun grenades will blind and deafen whoever they affect for 1d4 turns, giving them -2 to all actions for the duration. Tear gas gives -1 to all actions for 1d4 turns to whoever is affected. IC grenades and the flamer, in addition to their initial damage, give minor damage for 1d4 turns more (depending on the initial roll).
Suppressors give -1 to enemy rolls to detect you. Only really effective at a distance; they don't silence a weapon, they reduce the sound and muzzleflare. All flechette weapons act as if they were suppressed.
One PCA check per turn can be used as a free action, for simple things.
Now that I’m done being a meanie… :3
Name:
Gender:
Age:
Description:
Background:
HP: 100/100
Money: 2000c
Equipment:
PCA: Your personal computer assistant; it helps you keep track of your health and gear, as well as mission objectives. It can also provide directions. Be warned, they can develop rather quirky personalities.
Beretta M9
Store and Training Beretta M9: 1550c
AMT Hardballer: 1600c
CZ 110: 1550c
IMI Desert Eagle: 1650c
FN Five-seven: 1650c
Glock 39: 1550c
H&K P2000: 1550c
Ruger Hawkeye: 1600c
EAC Needler 7: 3500c
AAC L-14 Laser Pistol: 4000c
AAC XP-5 Plasma Pistol: 5000c
UZI: 1750c
Steyr TMP: 1800c
MAC-10: 1750c
H&K MP5: 1750c
H&K MP7: 2850c
TDI Vector: 2800c
FN P90: 2950c
AK-47: 2000c
AN-94: 3200c
M4 Carbine: 2000c
FAMAS: 2950c
FN F2000: 3000c
FN SCAR-L: 3100c
H&K HK416: 3100c
SDI Flechette Rifle Mod13: 8700c
EAC X-2 Microwave Emitter: 12900c
AAC L-7 Laser Rifle: 13500c
SDI 5P Plasma Rifle: 15000c
H&K HK417: 5500c
Barrett M95: 6800c
Savage 110 BA: 7000c
EAC X-29 Maser: 18500c
Franchi SPAS-12: 2600c
Armsel Striker: 2650c
Benelli M4: 2650c
Mossberg 500: 2800c
Saiga-12: 2650c
Net Launcher: 1500c
Crossbow: 2000c
M79 Grenade Launcher: 2750c
RPG-7: 2700
M249 SAW: 5000c
PKM: 5200c
EAC X-54 Flamer: 8300c
SDI Mod3 MLGL: 8000c
EAC X-99 Plasma Cannon: 20000c
Fragmentation grenade: 200c
HE grenade: 400c
Stun grenade: 300c
Tear gas grenade: 300c
Incendiary grenade: 500c
Breaching charge: 400c
C4 pack: 1000c
Remote detonation trigger: 50c
You can wear at most 1 helmet and 1 piece of body armor.
Flak Jacket (+1 DEF; body): 800c
Ballistic Armor (+2 DEF; body): 2800c
Military Helmet (+1 DEF; helmet): 1650c
Ballistic Suit: (+4 DEF; both): 5000c
Powered Armor (+7 DEF; both): 25000c
Police baton: 500c
Combat knife: 500c
Grappling hook and cable (used alone or with crossbow): 800c
Climbing line: 300c
Electrohack (+1 to hacking computers, keycard scanners, electronic locks, etc.): 1500c
Garrote wire: 150c
Pistol Suppressor (P2000, M9): 1000c
SMG Suppressor (TMP, MP5, MP7): 1500c
Rifle Suppressor (M4, FAMAS, HK417): 3000c
All training can be taken once.
Martial Arts (+1 to hand-to-hand combat rolls): 8000c
Lockpicking (+1 to picking mechanical locks): 5000c
Stealth (+1 to hiding and attacking when not noticed): 10000c
Strength (Removes the penalty for using heavy and sniper weapons without the bipod): 8000c
Endurance (+1 inherent DEF): 12000c
John Parker (Donuts)
G.E. (lawastooshort)
Jello Snake (Geen)
Edgar Tessan (Caellath)
Joseph Armano (Greenstarfanatic)
Eric "Smitty" Smith (Remalle)
Sasha Kiev (TCM)
That should be just about it.